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Revoker

Class

Heralds tend to say they were chosen, but the revoker is different. Some were destined for dark or evil fates, while others were forced to make difficult decisions in order to survive, but all have willfully chosen their current path of redemption. The power of this realization strengthens the revoker’s devotion to pursue a noble course and inspires those around them.


Tenets of the Revoker

All revokers hold similar tenets, regardless of the deity they serve.

  • Rise Above Your Past. Don’t let your past define you. Judge others based on their actions now, not then.
  • Learn From Mistakes. Never commit the same mistakes. Draw knowledge from every failure. Remind others that defeat should be a turning point, not a dead end.
  • Choose Your Own Path. Allow no one, not even deities, to decide your destiny for you. Grab fate by the neck.
  • Embrace Duty. Choose the life of a hero. Defend the weak, punish the guilty.

Level 3Archetype School 

Add the time school of magic to your list of herald spells.


Level 3Channel Divinity

At 3rd level when you choose this archetype, you gain the following two Channel Divinity options.

Second Chance. When a friendly creature (including yourself) is suffering effects as result of a failed saving throw , you can spend your reaction to allow it to attempt that saving throw again.

Choose to Succeed. When a friendly creature (including yourself) fails an ability check , you can spend your reaction to allow it to roll the check again with an expertise die .


Level 3Choose Your Fate

When you first select this archetype at 3rd level, you may select a different Destiny. If you have unlocked the Fulfillment Feature of your previous Destiny, the Narrator may rule that you count as having unlocked that of your new Destiny. You can only choose a new Destiny once using this method.


Level 3Unbound Heroism

Also at 3rd level, you become an unstoppable force of good, able to bounce back from certain defeat to keep fighting. When you suffer damage, you can spend a spell slot as a reaction. You gain resistance to that damage type until the beginning of your next turn and you gain temporary hit points equal to your proficiency bonus times the spell slot spent. As long as you have these temporary hit points, your weapon attacks deal an additional 1d6 radiant damage. These temporary hit points last for 1 minute.

Additionally, any time you succeed at a death saving throw , you recover your lowest-level spent spell slot.


Level 7Divergent Wisdom

At 7th level, you stand so firmly upon your chosen destiny that you can catch glimpses of yourself from other possible presents, when you would have chosen different paths, and learn from them.

Choose a cleric sign of faith or a fighter soldiering knack available to those classes at 7th level or lower. You learn the chosen feature.


Level 7Manifest Destiny

Starting at 15th level, you are able to call upon power from your future self. You can use an action and expend one use of Channel Divinity to bathe yourself in holy light for 1 minute.

For the duration, you gain the following benefits:

  • You gain an expertise die on Insight, Intimidation and Perception checks.
  • When you miss a weapon attack, you deal radiant damage equal to your Charisma bonus.
  • When you spend spell slots with Unbound Heroism, you gain twice as many temporary hit points and your additional radiant damage becomes 1d12.
  • You score critical hits on a roll of 19–20.

Level 20True Calling

At 20th level, you have achieved your true destiny and nothing can budge you from your chosen path. You gain your choice of either the Lawful or Good alignment traits. You have advantage on saving throws against enchantment, evil, and compulsion effects, and you can spend 1 exertion as a reaction to gain an expertise die on them. You also treat rolls of 11 or more on death saving throws as 20.